/Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlComponent.h
Gets the transforms of the requested bones that will be used as targets (in world space). Targets for bones that are not found will be set to Identity. Note that these targets will have been calculated and cached at the start of the Physics Control Component, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target transforms prior to applying your own targets.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< FTransform > GetCachedBoneTransforms ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )